axmol/cocos/audio/linux/SimpleAudioEngine.cpp

231 lines
5.6 KiB
C++

#include <iostream>
#include "audio/include/SimpleAudioEngine.h"
#include "audio/include/AudioEngine.h"
using namespace CocosDenshion;
using namespace cocos2d;
using namespace cocos2d::experimental;
struct SimpleAudioEngineLinux {
SimpleAudioEngine * engine = nullptr;
int musicid;
float effectsvolume;
std::string musicpath;
};
SimpleAudioEngineLinux * g_SimpleAudioEngineLinux = nullptr;
SimpleAudioEngine* SimpleAudioEngine::getInstance()
{
if (!g_SimpleAudioEngineLinux) {
g_SimpleAudioEngineLinux = new SimpleAudioEngineLinux();
g_SimpleAudioEngineLinux->engine = new SimpleAudioEngine();
}
return g_SimpleAudioEngineLinux->engine;
}
void SimpleAudioEngine::end()
{
if (g_SimpleAudioEngineLinux) {
delete g_SimpleAudioEngineLinux->engine;
delete g_SimpleAudioEngineLinux;
}
g_SimpleAudioEngineLinux = nullptr;
}
SimpleAudioEngine::SimpleAudioEngine()
{
g_SimpleAudioEngineLinux->musicid = -1;
g_SimpleAudioEngineLinux->effectsvolume = 1.0f;
}
SimpleAudioEngine::~SimpleAudioEngine()
{
}
void SimpleAudioEngine::preloadBackgroundMusic(const char* filePath)
{
g_SimpleAudioEngineLinux->musicpath = filePath;
AudioEngine::preload(filePath);
}
void SimpleAudioEngine::playBackgroundMusic(const char* filePath, bool loop)
{
g_SimpleAudioEngineLinux->musicpath = filePath;
g_SimpleAudioEngineLinux->musicid = AudioEngine::play2d(filePath, loop);
}
void SimpleAudioEngine::stopBackgroundMusic(bool releaseData)
{
AudioEngine::stop(g_SimpleAudioEngineLinux->musicid);
if (releaseData) {
AudioEngine::uncache(g_SimpleAudioEngineLinux->musicpath.c_str());
}
}
void SimpleAudioEngine::pauseBackgroundMusic()
{
AudioEngine::pause(g_SimpleAudioEngineLinux->musicid);
}
void SimpleAudioEngine::resumeBackgroundMusic()
{
AudioEngine::resume(g_SimpleAudioEngineLinux->musicid);
}
void SimpleAudioEngine::rewindBackgroundMusic()
{
AudioEngine::setCurrentTime(g_SimpleAudioEngineLinux->musicid, 0);
}
bool SimpleAudioEngine::willPlayBackgroundMusic()
{
return g_SimpleAudioEngineLinux->musicid != -1;
}
bool SimpleAudioEngine::isBackgroundMusicPlaying()
{
return AudioEngine::getState(g_SimpleAudioEngineLinux->musicid) == AudioEngine::AudioState::PLAYING;
}
//
// properties
//
/**
* The volume of the background music within the range of 0.0 as the minimum and 1.0 as the maximum.
* @js getMusicVolume
* @lua getMusicVolume
*/
float SimpleAudioEngine::getBackgroundMusicVolume()
{
return AudioEngine::getVolume(g_SimpleAudioEngineLinux->musicid);
}
/**
* Set the volume of background music.
*
* @param volume must be within the range of 0.0 as the minimum and 1.0 as the maximum.
* @js setMusicVolume
* @lua setMusicVolume
*/
void SimpleAudioEngine::setBackgroundMusicVolume(float volume)
{
AudioEngine::setVolume(g_SimpleAudioEngineLinux->musicid, volume);
}
/**
* The volume of the effects within the range of 0.0 as the minimum and 1.0 as the maximum.
*/
float SimpleAudioEngine::getEffectsVolume()
{
return g_SimpleAudioEngineLinux->effectsvolume;
}
/**
* Set the volume of sound effects.
*
* @param volume must be within the range of 0.0 as the minimum and 1.0 as the maximum.
*/
void SimpleAudioEngine::setEffectsVolume(float volume)
{
g_SimpleAudioEngineLinux->effectsvolume = volume;
}
/**
* Play sound effect with a file path, pitch, pan and gain.
*
* @param filePath The path of the effect file.
* @param loop Determines whether to loop the effect playing or not. The default value is false.
* @param pitch Frequency, normal value is 1.0. Will also change effect play time.
* @param pan Stereo effect, in the range of [-1..1] where -1 enables only left channel.
* @param gain Volume, in the range of [0..1]. The normal value is 1.
* @return The sound id.
*
* @note Full support is under development, now there are limitations:
* - no pitch effect on Samsung Galaxy S2 with OpenSL backend enabled;
* - no pitch/pan/gain on win32.
*/
unsigned int SimpleAudioEngine::playEffect(const char* filePath, bool loop, float pitch, float pan, float gain)
{
return AudioEngine::play2d(filePath, loop, gain);
}
/**
* Pause playing sound effect.
*
* @param soundId The return value of function playEffect.
*/
void SimpleAudioEngine::pauseEffect(unsigned int soundId)
{
AudioEngine::pause(soundId);
}
/**
* Pause all playing sound effect.
*/
void SimpleAudioEngine::pauseAllEffects()
{
AudioEngine::pauseAll();
}
/**
* Resume playing sound effect.
*
* @param soundId The return value of function playEffect.
*/
void SimpleAudioEngine::resumeEffect(unsigned int soundId)
{
AudioEngine::resume(soundId);
}
/**
* Resume all playing sound effect.
*/
void SimpleAudioEngine::resumeAllEffects()
{
AudioEngine::resumeAll();
}
/**
* Stop playing sound effect.
*
* @param soundId The return value of function playEffect.
*/
void SimpleAudioEngine::stopEffect(unsigned int soundId)
{
AudioEngine::stop(soundId);
}
/**
* Stop all playing sound effects.
*/
void SimpleAudioEngine::stopAllEffects()
{
AudioEngine::stopAll();
}
/**
* Preload a compressed audio file.
*
* The compressed audio will be decoded to wave, then written into an internal buffer in SimpleAudioEngine.
*
* @param filePath The path of the effect file.
* @js NA
*/
void SimpleAudioEngine::preloadEffect(const char* filePath)
{
AudioEngine::preload(filePath);
}
/**
* Unload the preloaded effect from internal buffer.
*
* @param filePath The path of the effect file.
*/
void SimpleAudioEngine::unloadEffect(const char* filePath)
{
AudioEngine::uncache(filePath);
}